#version 450

// out gl_PerVertex { vec4 gl_Position; };


layout(binding = 0) uniform UBO {
    mat4 proj;
	mat4 view;
} ubo;


layout(push_constant) uniform PushConstants
{
	mat4 model;
	vec4 color;
} pushConstants;


layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inUV;

layout(location = 0) out vec2 outUV;

void main() {
	// gl_Position = vec4(inPosition, 1.0f);
	gl_Position = ubo.proj * ubo.view * vec4(inPosition, 1.0f);
	outUV = inUV;
}
